By Oliver on April 12th, 2017 in games, HCI, publications

Procedural Content Generation for Game Props? A Study on the Effects on User Experience

Korn, Oliver; Blatz, Michael; Rees, Adrian; Schaal, Jakob; Schwind, Valentin; Görlich, Daniel:

Procedural Content Generation for Game Props? A Study on the Effects on User Experience

In: Computers in Entertainment, 15(2), ACM, New York, NY, USA, 1:1–1:15

DOI = 10.1145/2974026

Text in ACM DL | Text on ResearchGate

Abstract

This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently.

In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.

Gamification in der Produktion – Anforderungen und Potenziale

Korn, Oliver; Vauderwangem, Oliver:

Gamification in der Produktion – Anforderungen und Potenziale

In: Henke, Michael & Kaczmarek, Sandra (Eds.): Gamification in der Logistik. Effektiv und spielend zu mehr Erfolg,  Huss, München, 50-77

http://www.huss-shop.de/item/Gamification-in-der-Logistik.html

Abstract

Gamification, die spielerische Anreicherung von Tätigkeiten, erfreut sich zunehmender Beliebtheit. Insbesondere in den Bereichen Gesundheit (Exergames) oder Lernen (Serious Games, Edutainment) gibt es eine Vielzahl erfolgreicher Anwendungen. Weniger verbreitet ist Gamification dagegen bislang bei Arbeitsprozessen. Zwar gibt es erfolgreiche Ansätze im Bereich Dienstleistung und Service (z. B. bei Callcentern), der Bereich der industriellen Produktion wurde jedoch bis vor wenigen Jahren nicht adressiert.

Dieses Kapitel gibt einen Überblick der Entwicklung von Gamification und zeigt den Stand der Technik. Wir leiten allgemeine Anforderungen für Gamification im Produktionsumfeld ab und stellen zwei neue Ansätze aus der aktuellen Forschung vor. Diese werden in einer Studie mit Trainern aus der Automobilbranche auf Akzeptanz untersucht. Die Ergebnisse zeigen eine insgesamt positive Haltung zur Gamifizierung der Produktion und eine sehr hohe Akzeptanz insbesondere des Pyramiden-Designs.

By Oliver on April 7th, 2017 in games, publications

A Very Short History of Dynamic and Procedural Content Generation

Blatz, Michael; Korn, Oliver:

A Very Short History of Dynamic and Procedural Content Generation

In: Korn, Oliver; Lee, Newton (Eds.): Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation, Springer Berlin Heidelberg, 2017, 1-13

DOI = 10.1007/978-3-319-53088-8_1

Abstract

This chapter portrays the historical and mathematical background of dynamic and procedural content generation (PCG). We portray and compare various PCG methods and analyze which mathematical approach is suited for typical applications in game design. In the next step, a structural overview of games applying PCG as well as types of PCG is presented. As abundant PCG content can be overwhelming, we discuss context-aware adaptation as a way to adapt the challenge to individual players’ requirements. Finally, we take a brief look at the future of PCG.

By Oliver on April 5th, 2017 in games, HCI, publications

Book: Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation

Korn, Oliver; Lee, Newton (Eds.):

Game Dynamics.
Best Practices in Procedural and Dynamic Game Content Generation

Springer Berlin Heidelberg, ISBN 978-3-319-53087-1

DOI = 10.1007/978-3-319-53088-8

Text on ResearchGate | Text on SpringerLink

Abstract

This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise.

In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value.

The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.

Designing a System for Playful Coached Learning in the STEM Curriculum

Korn, Oliver; Rees Adrian, Dix, Alan:

Educational Playgrounds: How Context-aware Systems Enable Playful Coached Learning

In: SmartLearn ’17 Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning, pp. 31-37

DOI = 10.1145/3038535.3038538

Text on ResearchGate

Abstract

We present the design outline of a context-aware interactive system for smart learning in the STEM curriculum (science, technology, engineering, and mathematics). It is based on a gameful design approach and enables “playful coached learning” (PCL): a learning process enriched by gamification but also close to the learner’s activities and emotional setting.

After a brief introduction on related work, we describe the technological setup, the integration of projected visual feedback and the use of object and motion recognition to interpret the learner’s actions. We explain how this combination enables rapid feedback and why this is particularly important for correct habit formation in practical skills training. In a second step, we discuss gamification methods and analyze which are best suited for the PCL system. Finally, emotion recognition, a major element of the final PCL design not yet implemented, is briefly outlined.

Presentation

The paper was presented on March 13 at the SmartLearn ’17, a workshop within the ACM IUI 2017,
the 22nd Annual Meeting of the Intelligent User Interfaces Community

Educational Playgrounds: How Context-aware Systems Enable Playful Coached Learning

Korn, Oliver; Dix, Alan:

Educational Playgrounds: How Context-aware Systems Enable Playful Coached Learning

In: Interactions, 24(1), 54–57, 2016
DOI = 10.1145/3012951

Abstract

In this article, we present the vision of a context-aware system that supports educators and offers students what we call playful coached learning (PCL).

Insights

  • A system that is aware of real-world interactions strongly contributes to the user’s sense of interaction and exchange.
  • Adding gamification is not enough. PCL should also consider a student’s emotions.
  • Learning with a context-aware system can be a relief for students and educators, increasing their autonomy.
  • PCL is a good example of a combinatory innovation.

Delphi Study on Emotion Recognition within Workshop @ AAL-Forum 2016

AAL Forum 2016 KeynoteThe AAL Forum 2016 takes place in St. Gallen from September 26 to 29. Gerald Bieber from Fraunhofer IGD and Oliver Korn are chairing Workshop 28: From Recognizing Motion to Emotion Awareness – Perspectives for Future AAL Solutions:

There are several examples for the successful use of sensor-based motion recognition, e.g. for fall prevention or rehabilitation of elderly persons. However, motivation is always key when it comes to redundant exercises. While motion recognition helps to ensure a movement is performed correctly, emotion recognition can help to ensure an exercise is performed regularly.

The contribution of the workshop is three-fold. We will investigate best practices using motion recognition, show some potentials of emotion recognition and finally will develop perspectives for the application of emotion recognition in existing and future AAL solutions. The last section will be integrated in a Delphi study.

By Oliver on July 25th, 2016 in assistive technology, gamification, HCI, HMI, publications

Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry

Korn, Oliver; Muschick, Peter; Schmidt, Albrecht:

Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry

In: Advances in Affective and Pleasurable Design. Proceedings of the AHFE 2016 International Conference, Springer Berlin Heidelberg, New York, NY, USA, 2016
DOI = 10.1007/978-3-319-41661-8_42

Abstract

In this work, we investigate how gamification can be integrated into work processes in the automotive industry. The contribution contains five parts:

(1) An introduction showing how gamification has become increasingly common, especially in education, health and the service industry.

(2) An analysis on the state of the art of gamified applications, discussing several best practices.

(3) An analysis of the special requirements for gamification in production, regarding both external norms and the mindset of workers in this domain.

(4) An overview of first approaches towards a gamification of production, focusing on solutions for impaired workers in sheltered work organizations.

(5) A study with a focus group of instructors at two large car manufacturers. Based on the presentation of three potential designs for the gamification of production, the study investigates the general acceptance of gamification in modern production and determines which design is best suited for future implementations.

Full Text

https://www.researchgate.net/publication/305620223_Gamification_of_Production_A_Study_on_the_Acceptance_
of_Gamified_Work_Processes_in_the_Automotive_Industry

Presentation

This work will be presented at the conference
AHFE ’16: 7th International Conference on Applied Human Factors and Ergonomics (July 27-31) in Orlando, FL, USA

AHFE-16

Computerized Assessment of the Skills of Impaired and Elderly Workers

Korn, Oliver; Tso, Leslie; Papagrigoriou, Christos; Sowoidnich, Yannic; Konrad, Robert; Schmidt, Albrecht:

Computerized Assessment of the Skills of Impaired and Elderly Workers. A Tool Survey and Comparative Study

In: PETRA ’16 Proceedings of the 9th Int. Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2016
DOI = 10.1145/2910674.2910675

Abstract

The number of impaired persons rises – as a result of both regular degradation with age and psychological problems like burnout. Sheltered work organizations aim to reintegrate impaired persons into work environments and prepare them for the re-entry in the regular job market.

Both for elderly and for impaired persons it is crucial to quickly assess the abilities, to identify limits and potentials and thus find work processes suitable for their skill profile.

This work focuses on the analysis and comparison of software-tools that assess the abilities of persons with impairments. We describe two established generic tools (CANTAB, Cogstate), analyze a yet unknown specialized tool (Hamet) and present a new gamified tool (GATRAS).

Finally we present a study with 20 participants, comparing the tools against a ground truth baseline generated by a realworld assembly task

Presentation

This work will be presented at the conference
PErvasive Technologies Related to Assistive Environments
PETRA ’16 (June 29 – July 01) on Corfu Island, Greece.

PETRA-16

By Oliver on February 9th, 2016 in assistive systems, conferences, gamification, HCI, publications

Gamification of a Workday. A Study on the Effects in Sheltered Employment

Korn, Oliver; Lang, Johannes; Korge, Andreas; Causegic, Haris; Schmidt, Albrecht:

Gamification of a Workday. A Study on the Effects in Sheltered Employment

CHI-16-LBW-gamification-workdayIn: CHI ’16 Extended Abstracts of the ACM SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2016
DOI = 10.1145/2851581.2892283

Abstract

Gamification implies the application of methods and design patterns from gaming to non-gaming areas like learning or working. We applied an existing gamification design to production processes in an organization which provides sheltered employment for impaired persons.

In contrast to existing work, we investigated not only a short period but a complete workday to measure the effects on the performance of impaired workers.

The study indicates that gamification has
(1) a negative effect on workers with considerable cognitive impairments,
(2) no measurable effect on workers with medium cognitive impairments and
(3) a positive effect on workers with mild cognitive impairments.

PresentationCHI4good

This work will be presented at CHI ’16 (May 7-12) in San Jose, California, USA.